#include "../gba_types.h"
typedef struct{
		u8*		u0_;
		u8*		u4_;				//图层的tile属性,包括武器武器文字
		u8		u8_;				//调色板
		u8		u9_;				//坐标小偏移
		u16		uA_;
		u32*	uC_;				//武器文本索引
}st_80890BC;

/*
 武器文本ID
*/
static const	u32		swordTextId	=	0x494;
static const 	u32		spearTextId	=	0x495;
static const 	u32		axeTextId	=	0x496;
static const	u32		bowTextId	=	0x497;
static const 	u32		staffTextId	=	0x498;
static const	u32		animaTextId	=	0x49d;
static const	u32		lightTextId	=	0x49e;
static const	u32		darkTextId	=	0x49f;

//说明
//SHOW_MAP(x) 对应a.c文件的SHOW_MAP(x),
//a.c中的源码是要显示的宽度
//b.c的源码是要显示的文字

//想要添加显示的文字,以_SHOW_MAP_P(x)
//其中的x要不重复

//_MAP_ADDR_(x,y)
//这个是要显示的位置,
//x:以中间偏移X*8的位置,
//y:以2+(y*8)的高度位置

//接下来的0,是调色板编号

//wt(x),可以更改指针,指向文本的索引编号

//数据2

/*
	在 _8089AC4()函数中,因为参数是0x81f543c的数据,数据更改而不是使用段修改
	SECTION(".081F543C")

	写入图层数据结构
*/
const
st_80890BC m80890BC[]={
//		{SHOW_MAP(25),_MAP_ADDR_(4,1),0,0,0,wt(4)},
//		{SHOW_MAP(26),_MAP_ADDR_(4,3),0,0,0,wt(5)},
//		{SHOW_MAP(27),_MAP_ADDR_(4,5),0,0,0,wt(6)},
//		{SHOW_MAP(28),_MAP_ADDR_(4,7),0,0,0,wt(7)},
//
//		{_SHOW_MAP_P(0),_MAP_ADDR_(4,9),0,0,0,wt(0)},
//		{_SHOW_MAP_P(1),_MAP_ADDR_(4,11),0,0,0,wt(1)},
//		{_SHOW_MAP_P(2),_MAP_ADDR_(4,13),0,0,0,wt(2)},
//		{_SHOW_MAP_P(3),_MAP_ADDR_(4,15),0,0,0,wt(3)},

		{SHOW_MAP(25),_MAP_ADDR_(4,15),0,0,0,&staffTextId},
		{SHOW_MAP(26),_MAP_ADDR_(4,9),0,0,0,&animaTextId},
		{SHOW_MAP(27),_MAP_ADDR_(4,11),0,0,0,&lightTextId},
		{SHOW_MAP(28),_MAP_ADDR_(4,13),0,0,0,&darkTextId},

#ifndef NO_USE_EXT
#ifdef Vertical_show_Weapon_level
		{_SHOW_MAP_P(0),_MAP_ADDR_(4,9),0,0,0,&swordTextId},
		{_SHOW_MAP_P(1),_MAP_ADDR_(4,11),0,0,0,&spearTextId},
		{_SHOW_MAP_P(2),_MAP_ADDR_(4,13),0,0,0,&axeTextId},
		{_SHOW_MAP_P(3),_MAP_ADDR_(4,15),0,0,0,&bowTextId},
#else
		{_SHOW_MAP_P(0),_MAP_ADDR_(4,1),0,0,0,&swordTextId},
		{_SHOW_MAP_P(1),_MAP_ADDR_(4,3),0,0,0,&spearTextId},
		{_SHOW_MAP_P(2),_MAP_ADDR_(4,5),0,0,0,&axeTextId},
		{_SHOW_MAP_P(3),_MAP_ADDR_(4,7),0,0,0,&bowTextId},
#endif
#else
#ifdef Vertical_show_Weapon_level
		{SHOW_MAP(31),_MAP_ADDR_(4,9),0,0,0,&swordTextId},
		{SHOW_MAP(32),_MAP_ADDR_(4,11),0,0,0,&spearTextId},
		{SHOW_MAP(33),_MAP_ADDR_(4,13),0,0,0,&axeTextId},
		{SHOW_MAP(34),_MAP_ADDR_(4,15),0,0,0,&bowTextId},
#else
		{SHOW_MAP(31),_MAP_ADDR_(11,1),0,0,0,&swordTextId},
		{SHOW_MAP(32),_MAP_ADDR_(11,3),0,0,0,&spearTextId},
		{SHOW_MAP(33),_MAP_ADDR_(11,5),0,0,0,&axeTextId},
		{SHOW_MAP(34),_MAP_ADDR_(11,7),0,0,0,&bowTextId},
#endif
#endif


		{0,0,0,0,0,0}
};

